The wearer can fly three times per day for up to 5 minutes per flight.

Ring of sustenance

2,500gp

Ring of Evasion

25,000

This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

Thatari's stern and fierce looking face in addition to this his wide shoulder and muscular body can make any pliant man weak-kneed or make a damsel hysterical. But for Thatari these are physical manifestation of his readiness to face any hoard the planes brings to Eberron.

When Thatari is dedicated to something, he pursue relentlessly until he succeed or fail in trying. Thatari believes that being brave and gallant does not mean to die aimlessly; it is to die for a worthy cause. And for him his wothy cause is defending the Eberron realms. But Thatari believes that not all retreats are cowardice.

Background

As someone who is raised within the Gatekeepers community, Thatari Lavrask have heard a million time the nobility of Vvaraak, black the dragon who taught the first Gatekeepers. And every time he hears the story, he is captivated by it. Vvaraak is a hero he wanted to emulate.

Also, in this community, every child learned the battle fought when the gates to Xoriat opened to inculcate to young minds the necessity of being a guardian of the world. And for Thatari, he take this to heart.

Thus to become like his hero and be a guardian of the realm, he dedicated his time learning all about becoming the most powerful druid. As he immerse himself to the teaching of the druid elders, he learned that he can imitate any other beings (animals, elementals, etc.). Learning such capability of druid, he became more devoted to his studies.

His dedication, persistence and passion was noted by the elders of the Gatekeeper and so he was assigned to guard the portal called "The Realm of Folded Tavern".

Upon nearing the portal, he was drawn by a great power that overwhelmed. When he woke up the next day, he felt stronger and his senses are more acute.

Meeting Breezee

Elemental Companion
In pursuit of his aim to be a druidic Gatekeeper, Thatari does not want an ordinary animal as companion. With the help of his mentor, he was able to find Breezee, an air elemental. For Thatari, even if making an elemental is not easy it is just another challenge he have to overcome. However, unbeknownst to Thatari meeting Blasto will open up him adventurous and jubilant side.

He still remembers the day....

In was pleasant day, the sky is blue and warm. Breezee was dancing with the wind and the forest, without his mentor Thatari would have missed him. But with his mentor, they approached the air elemental silently. And when they are near it, his mentor talk to the elemental with their request. To their surprise, Breezee to eagerly agreed but with one condition: for Thatari to catch her. "Catch me if you can?" the sweet teasing voice of Breezee asked.

Not after a very long, hard, tedious and frustating times did Thatari realized that what Breezee meant was for him to capture Breezee's heart and not to capture her physically.

Ability Increase: An Arcadian Avenger gains a +1 to her Strength score at every odd-numbered level and +1 to her Wisdom score at every even-numbered level, for a total of +3 to Strength and Wisdom at 6th level.

Two-Weapon Fighting: An Arcadian Avenger gains Two-Weapon Fighting as a bonus feat. At 3 HD, she gains Two-Weapon Defense as a bonus feat. At 6 HD, she gains Improved Two-Weapon Fighting. At 11 HD, she gains Greater Two-Weapon Fighting. She gains these feats, even if she does not meet the prerequisites. If the Arcadian Avenger already has these feats, she can take another feat provided she meets the prerequisites.

Manuevers: All Arcadian Avengers are instructed in the arts of the Sublime Way (Tome of Battle). The disciplines available to her are Devoted Spirit, Diamond Mind, and Tiger Claw. She learns and readies maneuvers as a martial adept, and regains uses of her readied maneuvers as a warblade does. At 4th level and every even-numbered level thereafter, an Arcadian Avenger can exchange a maneuver she knows for a new one. Levels in Arcadian Avenger count as full Initiator Levels for the purpose of multi-classing; for example, a 6th level Arcadian Avenger with 2 levels in Warblade has an Initiator level of 8.

Wrath (Ex): At 2nd level, once per encounter, as a move action, the Arcadian Avenger can enter a state of righteous anger. She gains a +2 morale bonus on melee attack rolls, damage rolls, and Will Saving throws. Wrath can be activated as an immediate action if she sees an ally fall in battle (reduced to unconscious, dying, or paralyzed status). The ability's duration is 1 minute; the bonus increases by 1 at 8 HD and every six additional HD thereafter, to a maximum of +5 at 20 HD. It can be ended voluntarily or through the application of a Calm Emotions spell.

Swordmaster (Ex): A finely wrought blade is the personal weapon of choice for the Arcadian Avenger. At 2nd level, all swords wielded by her are treated as magic for the purposes of overcoming damage reduction. A sword wielded in the Arcadian Avenger’s primary hand counts as a two-handed weapon for the purposes of damage bonus and Power Attack, while a sword wielded in her off-hand counts deals her full strength modifier in damage. She also receives a +4 bonus on checks to avoid being disarmed of her weapons while wielding at least one sword. For the purposes of this class feature, a short sword, longsword, rapier, scimitar, greatsword, bastard sword, and two-bladed sword all count as swords. Same goes for Blade Rend, Supernatural Blows, and Aligned Strike.

Blade Rend (Ex): Once an Arcadian Avenger finds a weak point in her target, her attacks get stronger. At 3rd level, once per round, if the Arcadian Avenger successfully hits a target’s touch Armor Class with a sword, she deals an additional 2d6 points of damage on the next attack she makes between the same round and her next turn. The bonus damage increases by an additional 2d6 at 7 HD, and every 4 HD thereafter, to a maximum of 10d6 damage at 19 HD. The Arcadian Avenger only needs to hit an opponent with a sword, not deal damage; an Arcadian Avenger can have her damage negated or simply “tap” an opponent, then deal a mortal blow with her next strike.

Stance: At 3rd level, an Arcadian Avenger can select one Stance from the list of schools available to her (Devoted Spirit, Diamond Mind, Tiger Claw).

Elude Chance (Su): At 4th level, a number of times per day equal to half her HD, as a free action, an Arcadian Avenger can call upon the extraplanar forces of Law to counteract the random effects of Chaos. Before rolling an attack roll, skill check, or saving throw, the Arcadian Avenger can treat the result as though it were an 11.

Fearless (Ex): At 4th level, an Arcadian Avenger is immune to all fear effects (magical or otherwise). As a move action, she can bestow this fearlessness upon an ally within 30 feet a number of times per day equal to her HD; the effects last for 1 minute per HD of the Arcadian Avenger.

Supernatural Blows (Su): Even the most humble of swords turns into a masterfully crafted blade in the hands of an Arcadian Avenger. While wielded, any sword in the Arcadian Avenger's hands gains a +1 enhancement bonus. This bonus increases by another +1 at 8 HD and every 3 HD thereafter, to a maximum +6 bonus at 20 HD (at which point the sword counts as epic for the purposes of damage reduction). This bonus does not stack with existing enhancement bonuses; the Arcadian Avenger uses the sword's base enhancement bonus or the one provided to her by Supernatural Blows, whichever is greater.

Aligned Strike (Su): At 5th level, an Arcadian Avenger’s attacks are treated as lawful and good-aligned for the purposes of overcoming damage reduction. At 9 HD, any sword she wields gain the Axiomatic and Holy properties (in addition to any other properties it might have); swords with the anarchic or unholy properties cannot benefit from this.

Zen Trance (Su): At 6th level, a number of times per day equal to half her HD, as a move action, an Arcadian Avenger can calm her mind, clear her thoughts, and become one with herself and the Multiverse. An Arcadian Avenger adds her Wisdom modifier to all melee damage rolls and as an insight bonus to Armor Class. She is also immune to all mind-affecting abilities and cannot benefit from her Wrath class feature while in the Trance. The Zen Trance lasts for 1 minute, and can be ended voluntarily.

Flight (Ex): At 6th level, an Arcadian Avenger’s wings become fully functional, and she gains a fly speed of 30 feet (good maneuverability).

Appearance: At a closer look Ahnric Morgrym pale complexion was not due to having lighter skin but from a hint of gray. When ask, he always explains that it was a reaction to the sands he uses in his pottery. Other than his skin color, Ahnric is your typical dwarf stout and stocky. At 4'1", he is as tall as any dwarf.

Personality: Ahnric is not your typical dwarf. He is not grumpy or serious looking but always happy and exciting. He is not xenophobic but rather he loves to be with others may they be elves, fey, human or any race. As long as you have a story to tell, Ahnric is eager to listen.

Anhric likes to work with his hand but he does not do well with carpentry or blacksmithing. Cooking ...that is where he thinks he excels; his love of food (other will say he loves eating) goes well with his cooking.

Morgrym Family Secret No one knows where the Morgrym family from because they kept to themselves. His great grand father and his grand parents are mum about this. His parents only knows that their family have been traveling from village to village until the day their family settled in Haverton.

Background Though the family refrain from Haverton politics, they are well like with in the village. They help out the town when needed. Thus, when Ahnric Morgrym was not dwarf enough, as he poor carpenter, blacksmith or miner, the dwarves in town tolerated him. Because of he is not your typical dwarf, everyone thought that he is odd.

He is a dwarf who loves to eat and cook. And also he loves to listen to stories. To fulfill his love at a young age he help in the Dragon Inn. At first as an errand boy then as an attendant then now an assistant cook.

Whenever he can, he sneak-in to listen to the stories of the adventurers, soldier and merchants. Whenever he hears the outside world he became fascinated. He dreams about beautiful places and of his glorious adventures. But, his reverie is often cut short upon remembering about the warnings of the friendly adventurers, soldiers and merchant. Thinking of the danger and his current strength makes him dismal.

Things became more rosy when he discovered his waraxe, dwarven double because after touching the weapon spells imprinted themselves in his mind and his blood feels that it is being awakened. When he first held the weapon, he saw some visions and experience something. Afterwards, he tried to remember it, but the memory is blurry - like looking into a fog.

Though he gained some power, he have not flaunted it. He does want to be shunted like when he was younger. So to hide his new found power, he joined the town guard. This way he can point to his guard training for the increase in his strength.

He also hide his capability to repair things because it might result to more question which he is not ready to answer.

Plot Areas
1. He will discover his family's secret
2. Learn more ruins or secret places where he can increase his strength
3. Of course he love to explore the outside world.
4. He will learn what happened to the owner of the waraxe and will fullfill the owners wish. He will learn the history of the waraxe by using his Object Reading (Su) power.

If one dare to look long enough, his face show a wild and hard life. A glint of insanity and honest person can be both seen beneath his eyes.

He wears the usual trappings of a typical fighter; breastplate, sword at the waist, bow sling on the shoulder and some knives tuck on the belt and boots. Though the breastplate shows heavy signs of wear and dents from various weapons and sharp claws, it appeared to be well taken care of by a warrior dedicated to his craft

Background

Tamar once live a simple barbarian life in the North but the tragic invasion of undead and vermin changed it all. After seeing the devastation brought by these invaders and the death of his love ones, he a once amicable man became combative and once a calm man became aggressive. Some thought that he became twisted because they saw how savage and homicidal he is in fighting the undead and vermins. He seems to lose his mind and revel in the fights. To satisfy his desire, he started to roam the wild and look for the undead and vermin.

He spend years living in the wild and fighting undead and vermin. In one of his fight, he almost lost his life. Lady luck may have shown mercy on him as Ahnn, a daughter of a merchant, found him half dead on the road. After Ahn nurse him back to health, he regained some of his sanity. For his gratefulness he serve as Ahn guard. However, whenever he fights his savageness, homicidal nature and crazyness resurfaces. These frightened the other guards of Ahn, Ahn parent and relative.

Thus, when Tamar heard the oppening of the Rappan Athuk he did not hesitate to go. But since he has regained his sanity and is grateful to Ahn, before he left he gave Ahn his parting words.

Appearance
Emil is of average height but is muscular and has a broad shoulder. He has the demeanor of a soldier. A well groomed beard and goatee. A well maintained and polished armor that had seen many season and wars. His armor just like himself has many scars and nicks but he wears them with pride and dignity.

Personality
Emil has mixed feeling about his nation. He is grateful for his nation for training him and imparting the discipline of the army. But the current detached attitude the nations leaders and noble, left Emil sad, dejected and a bit disillusioned. His patriotism is urging him to do something but who would listen to a lowly squad leader born a commoner. Though he has now a HERO unit, the nobles have more. He wish that someday that he can help unite his nation and become great again.

History
Emil Batraz is one of the sons to a family of carpenter. Batraz family have resided in Alton since the village founding. While their work was at best average, the Batraz's are synonymous with hard work. From young age Emil dream of a life away from the village, to a life in the frontline - a life of a soldier.... a heroic life.... While waiting for the day he will be conscripted, he help in the family's trade. So when he came of age, he left home in a hurry, like a bird that is freed from his cage, into the capital to join the army.

The the infighting of the nobles while there are ongoing wars and there is increasing lawlessness in the kingdom, left Emil sad and dejected. And with the devastation brought by war to his village, he is heartsick and muddled. He need to distance himself for the chaos. He left his nation and traveled around as mercenary hoping to find new fresh beginning.

When he opened his eyes, he found himself covered in a bluish crystal armor. After a few hours later, he realized that he is alive, He believes that the bluish armor help him heal. In the next day, he noticed upon waking up the armor is now gone and a bluish crystalline halberd was beside him.

Character Creation: Starting Level: 6Stats: 32 Point BuyWealth: 13,000 gold (spend as you see fit) or Coins+ Random DM Sheniagans

Character Information

Name:Batraz d'OrienRace: Dragonmark - House of OrienGender: MaleAlignment: [As with Eberron this is a little looser] Chaotic Neutral but Lawful if it pertains to the rules of the House of Orien.Age: 32Class: Soulknife 2/Ranger 3/Dragonmark Heir 1

Appearance:

Batraz is of average height but is muscular and has a broad shoulder. His well groomed beard and goatee magnified his ruggedly handsome look.

As a former army officer, he has a proud and upright demeanor - arch spine, back straight, stomach in, chest out and head held high.

Anyone can mistake him as soldier focus in archery by the bow slung on his shoulder and arrow sticking out from his back. However, confusion will arise when he carries no weapon like axe or sword but have a shield his back. Closer examine will show that on his belt are pouches, small trinkets and knife and not sheathed sword.

His armor that has many scars and nicks (just like him) is well polished and maintained.

Personality:

He is disciplined and self-confident, a trait he learned from the army. Beneath his proud and upright demeanor, his youthful unruliness and playfulness sometimes appear.

As a someone who is born and raised in the House of Orien, he is well-schooled in the art of being a gentlemen.

He is respect to those he respectful him and disdain to those who are disdainful to him.

Quirk:Something interesting about your character, can lend into your flaw.

Role:Are you an engineer, security-focused, a scout, or an arcane specialist? This will be on your official documents.
Squad Leader, Scout. Ranger. Transportation specialist.

Backstory:

Batraz d'Obrien was born from the union of a d'Orien noble and a Kalashar. Though his parent loves him, the unfriendly and detached treatment from most of his peers, affected Batraz much. Because of this, he started questioning his heritage which resulted to his father's scolding and mother's sadness. Then he makes unruly behavior in his etiquette classes. As he grow up into his teens, his rebellious behavior increase in frequency and severity. This made his mother miserable and his father frustrated. His antics resulted to an intense argument of his parent, which made his mother leave dejected and his father so frustrated. Mad, his father sent him to the army.

the army instilled into him discipline and "grinded" his stuborness. He saw purpose and higher calling in the army. After realizing this, he regretted the things he did in his youth. After he shape up, he give his all into his trainings. The army saw his potential so the army further trained to be an elite soldier. Eventually, he was sent to the war.

When the war ended he resigned his commission. And returned home, however, since his mother have not returned since she left he was restless. In his father and his investigation, they learned that his mother went to the wilderness. He wish to go find his mother but he has duties to fulfill for the family (House of Orien). When he learned that the family is asking for volunteer to pioneer a trade route in the wilderness (to where his mother went), Batraz did not hesitate to go. This an opportunity where help the family and find his mother.

Shared Backstory: [I]Some information that your group would surely know about you![/I]

Possible Hook:Optional Actions, People, Desire that have some hold to your past or future. Keep this one Private for me.